The coach throws from approximately 10 paces away. Mark the front foot and back foot target areas on the floor with chalk or markers. Use markers for fielders to stand on or next to. Make sure that the batsman does not bat for too long (e.g. retire at 20)
Position all markers so the batsman can just about run a single without being run out.
All fielders except the wicket keeper and the player backing up must stand on the boundary between the cones until the ball is bowled. (Coach keeps hold of the ball when feeding every so often, to check whether fielders are moving too early).
The Ball must be driven towards the target area, along the ground, and not defended. It must pass the first set of cones or the batsman is out. The batsman must complete 2 runs after striking the ball. The ball must be hit in the V to score runs. If it is hit outside that area or behind the wicket the batsman is out. (Give younger players another feed.)
The wicket keeper must take incoming throws to the stumps either side of the original ones. Off side shots must be thrown to stumps on the off side (safety) and likewise on the leg side. Scoring: (Batsman bat one at a time):
4 runs if the ball is hit through the target area along the ground.
2 runs if the ball is hit towards the boundary and the batsman completes 2 runs.
2 runs if a fielder stops the ball with his foot.
1 run if a fielder move off the boundary too early.
4 runs if the player backing up the wicket keeper misses the ball (when boundary is not hit).
Ways of getting out: Bowled, caught, stumped, run out (no LBW). Also: not completing 2 runs after hitting the ball (unless boundary is hit); hitting the ball outside the V; not hitting the ball past the first set of cones; hitting the ball over the fielders on the boundary.
11 fielders (including 1 bowler and wicket keeper), with 2 players batting and two padded up, waiting to bat.
The 2 batters have one over to chase the target score successfully.
If the players lose one wicket, they have 5 runs added to the required total. If they lose two wickets, they are both out.
Their first over target score is 6 runs, then if successful, this increases by 1 every over. (6, 7, 8 and so on...)
If players are unsuccessful in the run chase, they are out, and the next two batters come in.
Bowlers rotate ends they are bowling from and fielders should be encouraged to get between the overs quickly.
This game can be played in teams (6-10 a-side) or in pairs (8-10 players).
Rules of the game:
There should be a batter at both ends.
If playing in pairs, give each pair two or three wickets. If playing in teams, when a wicket falls it is the turn of the next batsman. Tip and run, or two or three balls to make a run.
The coach throws either all front foot defence or all back foot defence bowls.
The fielders must stay on the cones or with one hand on the wall until the ball is thrown, otherwise batsmen automatically get a two run bonus.
Ways of getting out:
Bowled, caught, run out, stumped, playing an attacking shot, or failing to score off the limited number of deliveries.
The batsman can only score singles but the boundaries count for overthrows.
Overthrows: side walls = 2 runs, back wall behind wicket keeper = 1 run, front wall = 4 runs (Unless you hit a 4 you can run singles to add to the side and back wall scores.)
If a batsman leaves the ball it does not count and he does not have to run.
If the batsman plays and misses it counts as a delivery
Two teams with the coach bowling.
All batters have 4 balls. Each wicket that falls means that team loses four runs.
Catch after 1 bounce = out.
Players bat until they are out but must retire at 20 runs (optional). Runs are only awarded if the ball is played through the cones. If the ball is wide, or left, then the batter may have another ball.
(.) Coaching points A. For batsmen (running between the wickets) 1. Loud, quick positive calling. 2. Changing hands always looking at the ball. Never turning blind. 3. Non-striker backing up. 4. Run the first run fast. 5. Do not run past the crease after one run (because you might have to run again.) 6. Run with bat arm stretched out in front of you. 7. Hold the bat handle at the end. 8. Run your bat in over the line. B. For fielders (creating pressure, stopping singles) 1. Walking in, Threatening 2. Pace to the ball. 3. Watch the ball into your hands under pressure. 4. Always back up other fielders and the wicket keeper. 5. Get to the bowlers end to take an incoming throw. 6. Know when not to throw. 7. Know when to throw over the top of the stumps and when to hit them. 8. Remain focused when under pressure. Think! I must stop the single and build pressure for the batting side. Then I will force them into losing a wicket - and maybe the match!
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
The variety of sessions across sports - sometimes we steal session ideas from one sport and use them with another.
As we enter the business end of the competition, we take a look at the remaining eight teams and the key talking points surrounding each side.
Give it a try - it's better in the app